Black Ops 2: 5 Reasons Multiplayer Will Be Game-Changing

4. The New Create-a-Class System

Treyarch decided very early on in the development stages that they were going to change the Create-a-Class system, turning it into what they have called a board game, which allocates points to different pieces of content and allows the player to choose from a €œpick-10€ point system in which everything I worth one point. Players can now, you can pick enough items to fill their ten slots €“ whether that's a primary weapon, attachments, perks or grenades €“ with about a-half-million different load outs, quite a few of which you€™ve never been able to create in a Call of Duty game before. That makes for a lot of customization. The possibilities really are endless and the key is to tailoring your choices to suit the way you want to play €“ which might mean dropping certain choices altogether, including the primary weapon, to change the way you will play. The new set-up also comes with a Wildcard system, which are €œrule breakers€, costing an additional point each and allowing players additional slots to be added to any section within the class which won't count towards the 10-point allocation. Basically wildcards enable the player to increase there limits, making more attachments available for instance, or perks, secondary weapon attachments or perks. As the Black Ops blog itself puts it:

Want two perks from the first tier? Select Perk 1 Greed to double-up on abilities. Want three attachments on your primary weapon? Equip Primary Gunfighter to fully accessorize your go-to gun. If a player is willing to sacrifice points in certain areas, Wildcards can bring about a new level of freedom in Create-a-Class.
The new system has been rebuilt entirely to make a more personal and personalizable experience: players have more control over how they want to play, though with more thought needed over what the player values the most.

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